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Mods / Re: [0.95.1a] Everybody Loves KoC
« on: August 19, 2022, 05:41:54 AM »
Would it be possible to list these changes? Was wondering what mod changed this stuff, aside from the sensor stuff.
changes
{
# MORE OFFICERS SPAWN
"officerBaseProb":0.4,
"officerProbPerColonySize":0.1,
"officerAdditionalBaseProb":0.5, # if rolled one officer, multiply probability by this and roll again
"officerBaseMercProb":0.25,
"adminBaseProb":0.4,
"adminProbPerColonySize":0.1,
"maxOfficerPromoteProb":0.1, # post-combat
# SENSORS USES TOP 10 SHIPS (PREVIOUSLY USED 5)
"sensorRangeBase":125, # detection range = base + profile + base + strength
"baseSensorFrigate":25,
"baseSensorDestroyer":50,
"baseSensorCruiser":75,
"baseSensorCapital":100,
"maxSensorShips":10, # number of ships used to sensor profile/strength of a fleet
"sensorRangeMax":5000, # anything beyond gets culled from detection checks
"sensorRangeMaxHyper":2000, # anything beyond gets culled from detection checks (in hyperspace)
"detectionRangeTransponderMult":1, # multiplier to detection range (NOT sensor profile) when BOTH fleets have transponders on
"detectionRangeDetailsMult":0.5, # fraction of max detection range at which fleet composition is visible w/ transponder off
"detectionRangeDetailsAlwaysMult":0.1, # fraction of max detection range at which fleet faction is visible w/ transponder off
"detectionRangeDetailsAlwaysMin":50, # min value for that range
"detectionRangeDetailsAlwaysNonFleet":0.5, # fraction of max detection range at which hidden entities are "discovered"
"enableShipExplosionWhiteout":false,
"maxCombatZoom":5.0, # zoomed out all the way (Default 2)
"maxCampaignZoom":5.0, # zoomed out all the way (Default 3)
"maxContacts":5,
"defaultPotentialContactProbability":0.5, # Default 0.25
"minPirateBases":3, # Default 2
"maxPirateBases":7, # Default 3
"minLPBases":3, # Default 2
"maxLPBases":7, # Default 3
"minMonthsBeforeFirstPirateRaidOnPlayerColony":12, # Default 6
}
# MORE OFFICERS SPAWN
"officerBaseProb":0.4,
"officerProbPerColonySize":0.1,
"officerAdditionalBaseProb":0.5, # if rolled one officer, multiply probability by this and roll again
"officerBaseMercProb":0.25,
"adminBaseProb":0.4,
"adminProbPerColonySize":0.1,
"maxOfficerPromoteProb":0.1, # post-combat
# SENSORS USES TOP 10 SHIPS (PREVIOUSLY USED 5)
"sensorRangeBase":125, # detection range = base + profile + base + strength
"baseSensorFrigate":25,
"baseSensorDestroyer":50,
"baseSensorCruiser":75,
"baseSensorCapital":100,
"maxSensorShips":10, # number of ships used to sensor profile/strength of a fleet
"sensorRangeMax":5000, # anything beyond gets culled from detection checks
"sensorRangeMaxHyper":2000, # anything beyond gets culled from detection checks (in hyperspace)
"detectionRangeTransponderMult":1, # multiplier to detection range (NOT sensor profile) when BOTH fleets have transponders on
"detectionRangeDetailsMult":0.5, # fraction of max detection range at which fleet composition is visible w/ transponder off
"detectionRangeDetailsAlwaysMult":0.1, # fraction of max detection range at which fleet faction is visible w/ transponder off
"detectionRangeDetailsAlwaysMin":50, # min value for that range
"detectionRangeDetailsAlwaysNonFleet":0.5, # fraction of max detection range at which hidden entities are "discovered"
"enableShipExplosionWhiteout":false,
"maxCombatZoom":5.0, # zoomed out all the way (Default 2)
"maxCampaignZoom":5.0, # zoomed out all the way (Default 3)
"maxContacts":5,
"defaultPotentialContactProbability":0.5, # Default 0.25
"minPirateBases":3, # Default 2
"maxPirateBases":7, # Default 3
"minLPBases":3, # Default 2
"maxLPBases":7, # Default 3
"minMonthsBeforeFirstPirateRaidOnPlayerColony":12, # Default 6
}
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